
Mastodon: @HowToMakeAnRPG@c.im BlueSky: @howtomakeanrpg.bsky.social Wrote a book about how to make JRPG-style RPGs.
Joined August 2014
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BlueSky likes a probable winner for the next twitter so I'm here: bsky.app/profile/howtomakean…
It's a shame mastodon didn't manage to get the traction but I'll try to continue using both.
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howtomakeanrpg.com/r/l/g/wiz…
A deep dive into 'Wizardry: Proving Grounds of the Mad Overlord' its features and implementation.
Not one that I played at the time but a big milestone in CRPG history.
#rpg #wizardry
Fixing the website means I can publish articles again. Here are some thoughts on what aspiring CRPG devs can learn from Citizen Sleeper
#gamedev
howtomakeanrpg.com/r/a/case-…
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And the website is back: howtomakeanrpg.com/
I'm a little disturbed how smoothly that went but it seems to work fine.
Back to silent running on this account. Find where I went in the profile 👋
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Upgrading the HowToMakeAnRPG site, it'll be down for little while if everything goes to plan. I'll post again when it's back.
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HowToMakeAnRPG - @[email protected] retweeted
Megadungeon for 2023. 12 levels. 365 rooms. One room a day. Keep it all in a journal. @LukeGearing let’s do this.
using this tool to pull over what I can of my network on twitter
twitodon.com
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HowToMakeAnRPG - @[email protected] retweeted
There was a linocut carving station at the Pentiment launch party tonight and I am now convinced all work events should have linocut carving stations 😌
HowToMakeAnRPG - @[email protected] retweeted
#rpgbakin multiple camera's per scene.
Fun and not at all difficult to implement.
#jrpg #IndieGameDev #indie #RPG
I like the definition of variance here as a game design concept.
Replying to @bbrode
Card games are fun in large part due to their variance. Each game playing out differently is what separates it from games like Chess, which play out so similarly that often players memorize long series of opening plays and counter-plays.
HowToMakeAnRPG - @[email protected] retweeted
A short video showing the Final Fantasy II development team ( Famicom ). A great insight into the 1980s game development world in Japan.
HowToMakeAnRPG - @[email protected] retweeted
I'm interested in examples of RPGs that don't use levels for character progression. Video games or tabletop.
Mainly just looking to expand my design vocabulary and see how systems fulfill that desire for progression outside of "number goes up."














